
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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 1265 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Поиграл 60 часов из них 50 разбирался в наитупейшей логике поездов. Upd: Братве, у которой республика на грани косплея СССР подсказываю. Экономика в игре базируется на 2 китах (как я понял): 1. НПЗ - хороший, но самой важное стабильный станок по печатанью денег. 2. автозавод !!НО!! Важно разными схемами обмануть ваших советских кентов путем параллельного импорта авто. А именно покупки лицензии на безумный мерин который по себестоимости 1,5тыс а продаете на границе по 7+тыс руб. Такой наценки я не нашел нигде больше (кроме НПЗ).
It took me 40 hours, but I completed the first part of the tutorial.
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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, German, Polish, Russian, Simplified Chinese, Spanish - Spain, Italian, Japanese, Portuguese - Brazil, Hungarian, Korean +6 more
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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 1.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Inzwischen das meistgespielte Spiel in meiner Sammlung. Und das zu recht! Es gibt nichts ansatzweise vergleichbares am Markt. Die Komplexität ist enorm, kann aber wahlweise der Einfachheit halber teilweise auch deaktiviert werden, wem es zu schwer ist zum Anfang. Gerade wenn man neu einsteigt (und nicht wie ich im EA langsam mit den Features mit gewachsen ist) kann das überfordernd sein. Doch vorallem der Realistische Spielstil hat was ganz besonderes. Wenn man zuschaut, wie langsam Gebäude und Produktionslinien wachsen. Das simulieren der Bürger, die neben dem Bereitstellen der Arbeitskraft auch Bedürfnisse haben, ist auch etwas Besonderes. Es gibt so viele positive Punkte, die das Spiel von anderen City Buildern unterscheidet. Die aufzulisten, würde den Umfang hier sprengen! Besonders hervorzuheben ist aber das System der Verteilbüros. Das hab ich so noch nirgendwo anders gesehen und es erleichtert das Mikromanagment enorm. Ein sehr großes Plus ist auch die Mod-freundlichkeit. Fehlt einem ein bestimmtes Gebäude/Fahrzeug etc. lohnt sich ein Blick in den Workshop. Und wer da nicht fündig wird, kann mit dem integrierten Mod-werkzeug theoretisch auch selbst was bauen. Aber es gibt natürlich auch Down-sides für mich (nach vielen Stunden des Spielens). Das der Winter immer am gleichen Tag anfängt und endet, wirkt ein wenig "langweilig". Da würde ich mir ein bissel mehr Varianz wünschen. Ab einer gewissen Komplexität im öffentlichen Nahverkehr begreifen die Bürger mitunter nicht mehr, mit welchen Bussen/Bahnen sie fahren müssen (mit umsteigen), wenn sie in ihrer Freizeit irgendwo hinwollen. Das macht die Gestaltung von Großstädten eher schwierig. Das Spiel ist eher für viele Kleinstädte mit max. 10k-15k Einwohnern geeignet. Und mir fehlt ein bissel ein Leitwartensystem, um Züge an Engstellen (wie Durchgangsbahnhöfen) intelligent zu steuern. So kann es vorkommen, das Züge Signale überfahren und dann einen Weichenbereich blockieren. Die Gleiswahl bei Verteilbüros ist mitunter schon etwas "abenteuerlich" bei großen verzweigten Netzen. Das hat natürlich Gründe, wie die Wegfindung im Spiel definiert wird. Ist dennoch ärgerlich, wenn das passiert. Aber das ist eher bei großen Streckennetzen mit >50 Zügen, die alle da durch wollen der Fall. Aber das ist alles "jammern auf hohem Niveau". Es sind kleine Mankos in einem sonst fantastischen Aufbauspiel mit enormer Spieltiefe. Wer gern hübsche Großstädte "malen" will, ist hier komplett falsch. Wer eine komplexe Wirtschaftssimulation mit Aufbau und Vekehrsflussplanung will, ist hier richtig. Ich würde es grob als eine Mischung aus TTD und Tropico beschreiben. Und für den Preis des Spiels kann sich wirklich keiner beschweren. Große Entwickler sollten mal genauer auf das Spiel schauen. Es zeigt, wie mans richtig macht.... Meine Empfehlung: Zugreifen! P.S. Die Systemvoraussetzungen sind erst einmal sehr niedrig, was gut ist. Aber da jeder Bürger simuliert wird, ist das Spiel sehr CPU lastig. Bei >100k Einwohnern wird eine deutlich stärkere CPU gebraucht und kann auf einem Laptop schon recht hitzig werden.
Эх, дороги- пыль да туман Холода, тревоги да степной бурьян Врагам диктатуры—пролетарский ♥♥♥♥♥♥ Ведь даже если пуля—дура, то штык—молодец Тем, кто много замечает- мы выкалываем зенки, А тех, кто нам мешает мы- ставим к стенке Ведь пылающей тропой мы идём к коммунизму Пылающей тропой мы идём к коммунизму У всех нас лишь одна материальная природа Религия- злой опиум для нашего народа, А нетленная душа, ♥♥♥, вредоносный атавизм Мы распнём Христа по-новой и даёшь атеизм! Порядок в нашем мире будет правильней и проще Мы окутаем всю землю небесами нашей мощи Ведь пылающей тропой мы идём к коммунизму Пылающей тропой мы идём к коммунизму Нам не страшны Алма-Ата и события в Польше Ведь геройских патриотов с каждым днём всё больше, А матёрой контры вроде Леха Валенсы Мы по-новому откроем Бухенвальд и Освенцим На всяких анархистах проводить эксперименты На всё у нас имеются стальные аргументы Ведь пылающей тропой мы идём к коммунизму Пылающей тропой мы идём к коммунизму
很好玩,但上手真的很慢,必须一点一点摸索才能慢慢了解这游戏的大概脉络。玩下来感觉最重要的是规划!规划!规划!简直是太重要了,所有资源基本上都要留足铁路和车辆的装卸货接口,否则后期各种不方便,想改已经没法改了,这也是导致了我重开了30几个档的原因。 几个游戏性方面的建议: 1. 希望同一个建造管理局可以分区管理资源来源,前期没自己工人的时候,公交车想从两个不同海关拉工人,我还得额外建一个免费的管理局。 2. 桥和隧道不能分叉,简直是反人类,想要造个不堵车的交通枢纽比登天还难。 3. 开了网格以后,建议建筑的道路接口都位于网格线上(至少车道接口在),这样建的更整齐一点。 再就是想问,不算mod的话,为啥西方海关不卖救护车~ 资本主义无视人民死活是吧~
虽然游戏没有物理水,地图抽风,人民造反,挖山缓慢,电力麻烦,工业抽风,底层bug多如牛毛 但是不可否认的是十分上瘾啊:)
可以说这个游戏的难度挺大的,哪怕不玩硬核模式,全靠外包建设,要想把一个城市的供暖,供电,排污,垃圾处理,全搞好也很难,这游戏里供暖有热损耗,供电有承载限制,供水有水压问题,排污有地形限制,垃圾处理有垃圾分类,基本上都很麻烦。 此外,铁路有信号调度系统,搞不好日常堵火车,公路有道路维护系统,下雪不及时清理路面,所有车都只能龟速在路上爬,并且里面生产的所有东西都是从基本骨料开始生产,你先要开采石油,之后在精炼石油,之后才能拿石油生产化学品,塑料,化肥已经发电,钢铁需要从采矿开始,之后炼钢,之后制造零部件,最后再将以上等一系列产业链的产品调配到一起,你才能早出汽车,火车,飞机。 之后这里面的民众也不纳税,也没有“消费”,他们所需的所有衣服,食物,房屋这些都是免费提供的,此外,他们还需要汽车,体育运动,酒类,以及各种文化娱乐(电影,广播,电视)这些也都要免费提供给他们,还要给他们提供从幼儿园到大学的教育(这些学校也要建),这里唯二的挣钱途径是,出口各种东西赚钱,在边境当东西方倒爷,并且这些刁民们除了润出国以外,不会走出离家400米的地方,所以如果刁民没有车的话,以上设施都必须保证在刁民能走到或是能乘坐公共交通工具到的地方。 另外,还要尽量确保居民楼与各种民用设施和马路有车行通道相连,不然救护车和消防车以及警车会到不了地方,救不了病人,灭不了火,抓不着犯人,同时刁民们会非常喜欢在商店,学校,警察局,法院,医院,消防局之类的地方工作,有时他们宁肯走三百多米的步行极限去这些地方工作,也不会到家对面的酿酒厂工作。 总之,这个模拟经营游戏非常复杂,也可以说是我目前玩过最复杂的模拟经营游戏。
Please please add some proper middle-20th Soviet music—not just bombastic COMRADES songs! For example, "Mr. Trololo" and things like that—the internet is full of great examples of Soviet music!
Realment es un joc molt bó, tot i que hi ha cops que te alguns petits problemes però es molt recomenable passes les hores sense adonar-te, enganxa molt.
230 godzin i wciąż odkrywam nowe sposoby na przypadkowe wymordowanie własnej populacji przez głupie niedopatrzenie. Myślę że wraz z postawieniem pierwszej funkcjonalnej republiki gracze powinni dostawać dyplom, odznaczenie państwowe i 100 tysięcy żappsów
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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