

Captain of Industry
Unavailable in United States (1)
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Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.

01About Captain of Industry
Starting with a small crew on a remote island, you build an industrial network by mining resources, reshaping terrain, constructing factories, and keeping your population supplied. Trucks, belts, pipes, and railways connect production chains, while research unlocks industries ranging from food processing to rockets and space-station parts. Steam player reviews: 90%% positive from 11,147 reviews. Steam PC interface text is available in Simplified Chinese, Traditional Chinese, English, French, German, Spanish, Czech, Dutch, Swedish, Italian, Russian, Japanese, Korean, Polish, Portuguese-Brazil, Hungarian, Turkish, and Ukrainian.
Credits
Lowest recorded in 36 months
$23.992023-12-21 · SteamBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | — | — |
| Traditional Chinese | Yes | — | — |
| English | Yes | — | — |
Show 15 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | — | — |
| German | Yes | — | — |
| Spanish | Yes | — | — |
| Czech | Yes | — | — |
| Dutch | Yes | — | — |
| Swedish | Yes | — | — |
| Italian | Yes | — | — |
| Russian | Yes | — | — |
| Japanese | Yes | — | — |
| Korean | Yes | — | — |
| Polish | Yes | — | — |
| Portuguese-Brazil | Yes | — | — |
| Hungarian | Yes | — | — |
| Turkish | Yes | — | — |
| Ukrainian | Yes | — | — |
Steam PC edition data · 2026-10-19
02Before you buy
Play mode
Captain of Industry is listed as single-player on Steam PC. No multiplayer or co-op mode is specified.
Language
The Steam PC version supports interface text in {supportedLanguages}. Controller support is not specified.
03Frequently asked questions
What do you do in the game?
Build factories, extract resources, reshape the island, and supply its population. Research opens production from basic materials to rockets and space-station components.
Can you explore and trade?
Yes. Send your ship to explore the world map, discover islands, and trade with settlements. Shipping contracts can arrange recurring exchanges.
Are there creative options?
Yes. The map editor lets you design islands, and sandbox mode makes buildings and resources free to use.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
Man, I don’t even know where to start... Remember that carpet from childhood? The one with little roads and houses printed on it? And you’d drive hot wheels around like you were the mayor of legotown? Yeah! This game is that, except now the carpet is an island, your toys are diesel-powered, and you can DIG HOLES IN THE CARPET The digging The filling The terraforming It’s stupidly satisfying Therapy? Nah, just give me an excavator and a cliff to flatten Difficulty? Somewhere between mild anxiety and existential logistics crisis One wrong pipeline and boom! Welcome to the Death Spiral™ Farms stop working, trucks go on strike and your fuel economy turns into Mad Max But if you survive? That endorphin rush hits like a haul truck Only gripe: the ship system feels like I gave a guy a to-do list, pushed him out to sea, then he came back three days later with loot and no explanation. Immersion 7/5 Wishlist: More variety in construction and hauling machines (holds up picture of Bagger 288 like it’s Simba) Tunnels? Moar real piracy on the sea Anyway Eternal gratitude to the devs for giving grown-up me a valid excuse to play with dirt, trucks and power plants again I’m not procrastinating life I’m optimizing throughput 11/10 would terraform myself into a corner againShow moreShow less
I took the time to read through the pinned discussion and the negative reviews concerning the (paid) DLC. I also encourage you to do the same. From my point of view I think with this they really messed things up and created more problems along the way. Although I can understand the need for funding, it's very questionable and controversial to do this by releasing a DLC which contains content that may or may not withholding crucial additions to the base game. What occurs a lot, in the dev teams comments and in a lot of players comments, is "free update" which is confusing and from my POV misleading. A free update is when a game is released in 1.0 and gets a content or functional extension for free. I think the devs view is that the core game has already been developed and at some point the updates in this Early Access phase have become "free content updates". But the road map on their website clearly says "Future plans for 1.0" which suggests the game is not feature complete by now. What adds fuel to the fire about the controversial paid DLC during Early Access is the unprofessional and emotionally heated communication from the developers. Unfortunate chosen words, contradictory statements, blocking/banning people from discussions. I'm not taking sides, maybe some people have "deserved" it, maybe the devs take some comments too much to heart and reacting with the wrong actions. Even if it seems not as bad on the surface, it drives away consisting players and potential new ones. And in the long run does huge damage to the devs reputation and the game as a brand. There are multiple negative reviews which advise the devs to let someone with experience and the emotional distance handle the PR. I am giving this game a negative review because of: - my view, which I share with many others, that releasing a paid DLC, containing game expanding content and/or functionality during early access is a no-go. Even if Steam does allow such practices it should be considered dishonorable and not be done. - the poor way they handled the situation. Having a community of players - which are also customers - puts the devs in the responsibility of dealing with them in a professional and mature way. Even if this sometimes hard work. I will change my review if the devs reconsider their funding approach and improve their way of communicating with their player base.Show moreShow less
Do not let veteran players intimidate you with late-game complexity takes. Those perspectives are valid for them — but irrelevant for someone just starting. Before you ever reach that stage, you will form your own opinion about the game. No Steam review can shortcut that experience. In its current state, Captain of Industry is more than playable. It is well optimized, thoughtfully balanced, and offers genuine freedom in how you approach progression. The systems are deep, but they unfold gradually. You are never forced into a single “correct” path. If you enjoy massive excavators, haul trucks, and actual terrain manipulation — not cosmetic terraforming, but industrial-scale landscape redesign — this game delivers. Watching your island physically change because of your logistical decisions is uniquely satisfying. The progression pacing is forgiving. Want to feed your population potatoes for a millennium because you are rushing toward Level 2 electronics to unlock that big excavator? That is a valid strategy. Do not feel like setting up recycling early? Fine. Landfills are not just a punishment mechanic — they are a temporary territorial tool. The consequences appear when they should, not before. The game rewards understanding rather than speed. Refining crude oil into diesel can be done in a crude, inefficient way. But when you discover the optimized processing chain and it finally “clicks,” that moment is worth it. The satisfaction comes from system mastery, not from artificial difficulty. If you are looking for a pressure valve after a stressful day — something complex but not competitive — this is a strong candidate. There is no multiplayer meta to chase. No leaderboard anxiety. Just industrial logic, resource flow, and gradual expansion at your own tempo. It respects your intelligence without punishing experimentation. That alone makes it worth trying. To address the two issues that keep resurfacing. 1) Modding instability Yes, mod compatibility breaks. Yes, foundations shift. That is reality — and it will likely remain so for some time. But framing this as developer neglect ignores the obvious: the game’s core systems are still evolving. Early access is not a marketing label. It describes the stage of development. When foundational mechanics change, mods break. That is not sabotage — it is structural iteration. There is also a contradiction in the loudest criticism. Some argue that releasing paid content during early access is unacceptable, yet at the same time expect long-term API stability as if the engine were finalized. You cannot demand both continuous structural evolution and frozen interfaces. My position is simple: I play vanilla. I do not add new production chains. I do not depend on external complexity layers. And in vanilla, the game is stable, deep, and fully rewarding. The base game already contains more logistical and industrial complexity than most players will ever fully optimize. Do I miss modded chains? Not currently. If you want to avoid frustration, treat mods as experimental layers — interesting, creative, but inherently temporary. That is what they are in a game whose foundation is still being actively refined. Vanilla stands on its own. 2) Paid DLC Some players are outraged that the developers are asking for money for an upcoming expansion. I am not. In fact, I explicitly encouraged it on the forums. Development is not sustained by goodwill alone. A team working full time requires funding. Funding enables iteration. Iteration improves the game. That is a direct line. There is a strange mindset in parts of the gaming community where supporting ongoing development is framed as exploitation. If someone genuinely enjoys a game but refuses to support its continued growth on principle, that stance harms the very product they claim to value. If a game keeps me engaged for dozens or hundreds of hours, paying for substantial new content is rational. Even if the DLC were largely cosmetic, I would still consider it a contribution to a project I want to see mature. Look at long-lived evolving titles. Ongoing payment structures fund ongoing development. Whether it is expansions, subscriptions, or major content drops — sustained revenue enables sustained improvement. If Captain of Industry continues to evolve because a paid expansion funds more development, that is not a betrayal of early access. It is the mechanism that allows it to leave early access stronger. Twenty or thirty euros for meaningful expansion in a system-heavy industrial sandbox is not excessive. It is the cost of momentum. If you want the game to keep growing, someone has to pay for that growth. That is the trade.Show moreShow less
I am enjoying the game, but... then they released paid DLC in a early access game, and that just feels... Wrong. It's something Paradox or EA would do. I already gave them my money, I would be more than happy to pay for something that shouldn't be in the base game, but... Well, they already have my money and I won't buy the DLC.Show moreShow less
I made the mistake of downloading this at 9PM. 8 hours have passed, the birds are chirping. I need to sleep. But the factory must grow.Show moreShow less
How do you get it in your head as a studio to start locking away gameplay features behind a paywall when the main game is still in early access and not even remotely finished??? If you need money so badly then go sell cosmetics and the fans will buy it purely to support the project. Be grateful for that willingness of support and don't take it for granted.Show moreShow less
Addicting. Prepare for Death Spirals. I've spent 5 games and 16 hours dying to a different supply chain bottleneck. And I still am not even a quarter of the way through the map or the tech tree. Reccomended if you suffer from autism and/or Factorio enjoyment.Show moreShow less
I want to start by saying that I genuinely love this game. I’ve put a lot of time into it and I wouldn’t be writing this if I didn’t care about the project or want to see it succeed. Captain of Industry is one of the most engaging factory/management games I’ve played in a long time, and it’s clear the developers have put a lot of thought and passion into building its systems. However, I strongly disagree with the decision to release DLC while the game is still in Early Access. This isn’t a criticism unique to this game or this studio — it’s something I feel strongly about across the entire industry. Whether it’s an indie developer, a AA studio, or a AAA publisher, I believe the same principle should apply: finish the base game first, then think about DLC. Early Access exists so developers can complete and refine the core experience with the support of the community. When players buy into Early Access, they’re effectively investing in the development of the base game with the understanding that the priority is getting it to a complete 1.0 release. Releasing paid DLC before that point sends the wrong message. It gives the impression that development resources are being split away from finishing the core game, even if that isn’t actually the case internally. From a player’s perspective, it can feel like content that could have been part of the base game is instead being carved out and sold separately while the main product is still unfinished. I fully understand that additional funding can help support development, especially for smaller studios. I don’t doubt that the developers care about the game and want to continue improving it. But in my opinion, selling DLC during Early Access is not the right way to go about it. There have been far too many examples in the industry where games enter Early Access, begin selling additional content, and then remain unfinished for years — or worse, never reach a proper full release. I’m not saying that will happen here, and I sincerely hope it doesn’t. Captain of Industry deserves to be completed and polished into the incredible full release it has the potential to become. But the principle still matters. When players purchase an Early Access game, they’re putting trust and belief in the project being finished. The focus should remain on delivering a complete, polished core game before introducing paid expansions. Again, I want to be clear: this criticism comes from someone who genuinely enjoys the game and wants it to succeed. My issue isn’t with the quality of the game or the developers’ talent — it’s with the broader practice of releasing DLC during Early Access. Finish the game. Bring it to a proper 1.0 release. Once the base experience is complete, I would be far more than happy to support additional DLC and expansions. But until then, I strongly believe the priority should be finishing the game we all bought into first.Show moreShow less
As far as factory automation goes, this game is second to only Factorio, which is the highest praise I could possibly muster. Notably, a similar care during development seems to be taken, the game is extremely stable, playable and enjoyable during early access, much like Factorio was, with substantial updates coming. I highly recommend this game as a result to any Factorio enjoyers, it's a safe buy for you guys. Edit: yes there is going to be a DLC with trains. Hurr durr, much rage. This game still rocks. My review stays positive, but I'd highly recommend working on the communication and framing the need for a DLC, this one was not smooth guys.Show moreShow less
Core content is now being turned into DLC during Early Access. I don't care how good the rest of the game is, that alone is reason for a negative review. I've been burned too many times by other games that have done things like this, so I no longer trust these developers. They've already started to show their greed, I'm not going to stick around for it to get worse.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.