
Factory Town
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 Factory Town
Build a wilderness village in Factory Town and supply it with goods made from raw materials. Connect production buildings with workers and automated transport systems, then expand your supply chains as the settlement grows. Steam players rate it 90%% positive across 4,161 reviews. Released November 17, 2021. Interface languages: Simplified Chinese, Traditional Chinese, English, French, Spanish, German, Portuguese, Russian, Japanese, and Portuguese-Brazil.
Credits
Lowest recorded in 36 months
$4.992026-07-13 · 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 7 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | — | — |
| Spanish | Yes | — | — |
| German | Yes | — | — |
| Portuguese | Yes | — | — |
| Russian | Yes | — | — |
| Japanese | Yes | — | — |
| Portuguese-Brazil | Yes | — | — |
Steam PC edition data · 2026-10-31
02Before you buy
Language
The Steam PC version lists ten interface languages, including English. Full audio is listed in English only.
Play and control
Steam PC supports single-player and full controller support. It includes eight campaign maps and a Creative/Sandbox mode.
03Frequently asked questions
How does logistics work?
Goods move through production chains using conveyors, railroads, chutes, pipes, and airships.
Can I shape the map?
Yes. Terrain-sculpting tools and custom or random maps let you shape your building space.
Does it include combat or survival pressure?
The description says there are no enemies or starvation to worry about.
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.
I liked it a lot at first but was let down by the clunky UI, controls and design later on. The graphics, sound and general idea behind the game are very pleasant and addictive in the beginning. You will spend LOTS of time trying to figure out why a worker or cart won't move where you told it to go. After 30 or 60 mins of fidgeting around you might realize that they don't like moving well through grass for some reason (?) and simply give up, and that placing a pathway down inexplicably clears the issue up. Several hours later of adding more workers and carts and you will realize your economy has been dying again for several hours because they're stuck again, and this time because the path isn't wide enough. There's such thing as "grid lock" where every unit cannot move simply because they're all blocking each other's way in a circular chain. Any given unit could clear the blockage simply by randomly moving to the side for a second, but no individual worker will "look" far enough into the possible choices it can make to try that before giving up entirely and deciding it just won't move, at least until it checks again a few ticks later, where it arrives at the same conclusion as before: It won't move, like all the other units that aren't moving. They can get stuck because the output of a building has product available for a worker to pick up but that worker is last in line, too far away to reach it and take it away. And the workers who are at the front of the line can't pick anything up because the output of the building is bogged down by the stuff not being picked up from guys who can't reach it. When you have 3, 4, 5, 10+ buildings like this all inter-reliant on each other and each having this type of issue on a cycle every 2 game hours but no other time, it's very tedious and frustrating to solve. You will watch your economy graph wildly spike and plummet like this over great stretches of time until something goes wrong and gridlock shuts everything down one building at a time until you are out of resources. You will spend hours building conveyor bridges, blindly hoping you started the grade downhill at just the right spot so it attaches correctly to the building you're trying to get to. Only to find out that of course, it's too high and doesn't work when you get there. Plus there's no UI indication giving you any kind of hints that it won't work, or that the conveyor is not connected - you just have to try it by sending a huge line of product to it only to find out that none of it will go in. Then you erase the whole section of conveyor, rebuild it one lower, and find out after another trial that it STILL isn't low enough after sending another batch of stuff down. And so you rebuild it yet again, another step lower, this time only to find out at one section the conveyor won't place because it's seemingly clipping part of a building even though the graphical model of the building isn't actually obstructing the conveyor by a wide margin. This issue spirals out of control the denser your city gets.. you start realizing that every single gradient or hill in the terrain becomes a nightmare eventually and you regret not flattening out a gigantic area right in the beginning. And that attempting to do it now would require essentially erasing everything you've done so far and grinding your entire economy to a standstill, as if starting from scratch. Eventually you get to the "second world" quartz pipe transport system which feels desperately needed and welcomed by then, only to find it's extremely counter-intuitive and lacking in explanation. I struggled for hours just trying to make the simplest loop work for the first time because it's so bizarrely finicky to set up. The brief tutorial of how it works, isn't how it works... It gets locked up and breaks seemingly for no reason sometimes because of jams in the feed that you can't even see because the UI doesn't show it. And takes greater parts of hours again to diagnose what's stopping it from working after spending more and more time manually unloading a building into a cart to finally realize there was 1 item stuck in there that wasn't supposed to be, and was the cause of the jam you've been fixing for an hour. I eventually got to the "end" where you make the machine that requires quantities of randomly-chosen items, and once it dawned on me the absurd amount effort it would take to even attempt to feed that thing I simply gave up right there and have not played it since then. I enjoyed playing it while I did, but you know the rest. Min-maxer type people who play Factorio/Satisfactory etc will get lured in fast but frustrated easily like I did by the incompleteness and finicky nature of this game. Unlike the other games, 90% of the time in this one when you see a problem and think you may have overlooked something or not planned it properly - you diagnose and eventually find out it's almost always a shortcoming of the game and not yourself. 6/10 with 10/10 potential.Show moreShow less
For those of you who like the factory-building aspect of factory games, but aren't so interested in the tower-defense or combat components, Factory Town is for you. There are no enemies and plenty of resources to get you started. Not too far into the game, all resources are renewable. If you decide that you don't like how you've laid our your town, buildings and paths (and even most resources) can easily be moved around. The cute low-poly graphics belie the depth of the game. There are roughly 3 major types of transport (worker units, belts/pipes, rails) that are all good at different types of things. Building road access to buildings actually matters, so your town will look like a functional town and not just a mess of buildings wrapped up in spaghetti. There is a pretty powerful logic and control system for transport behavior that lets you add some additional intelligence to your transportation systems. There are various productivity boosts that can be applied to buildings and workers later in the game, at the cost of some late-game products. Town center bonuses encourage you to separate production into specialized zones that exchange goods with each other. The game is properly 3-dimensional, meaning that you can build your town vertically rather than horizontally, if you so choose. The dev is incredibly responsive to player feedback, and communicates with the community often. Balance and UI/UX concerns raised by the players are taken very seriously. Bugs are typically fixed within a couple of days of being reported. Suggestions that the dev likes are acknowledged even if they're not able to be implemented right away. This is a good game, and it will continue to be a good game. As a bonus for all you penguins out there, the game runs on Proton so well that you can't tell that it's not Linux native.Show moreShow less
Like most people, I bought this game because I am a long time fan of Factorio. The way the game is now, I cannot recommend it and I can say: please do not compare it to Factorio (for better or worse). Factorio is about huge bases, mass automation and absurd volumes of production. This is not the case here. Do not expect something like that "produce 10k circuits per hour" achievement for now. The game has its charms: the overall map with all the scattered colorful resources is beautiful and the music is also nice. The gameplay, however, is not really fun right now and some aspects of the game could use some more polishing. I will point some of the cons I found below so you can decide for yourself whether this game is for you: - Expect a lot of micro-management. And I mean A LOT, even at higher tech levels. - Workers/Vehicles AI is really dumb: sometimes they decide to run a route that takes 5 times longer than the one they should just because they ran into another vehicle. - UI is cramped and ugly, selecting what you want to build is a chore. - Getting the information you need is a little counter-intuitive, especially worker information. - Selecting workers while they are walking feels like trying to land headshots while strafing in Counter-strike (Could be a plus if you're training for that) - Map is small and resource patches are huge, so expect a small / not really functional base. - Some graphics are really boring and not useful. House upgrades, for example, have no visual effect so the only way to know their level is to mouse over them (I really think this might be due to early access) - Gameplay pace is sluggish and there is no way to increase speed. - One of my biggest complaints: residents' happiness mechanic is boring and market / store resource distribution is also bad. Some houses go a loooong time waiting for a resource while others, that are close to cap, get the resource first. It seems random at best. If you can come to this game and not compare it to Factorio all the time, try this one and see for yourself if you like it. I did not refund it nor will I, since I still have high hopes for this, but I do expect to see some major improvements along the road.Show moreShow less
It's a great automation game - let me give you some advice. Do yourself a favour, once you've completed the first few campaign levels, leave the campaign and play a big sandbox. The Campaign is clearly based on early access players playing one new level every time there's an update meaning every level is basically the same as the one before it but at the end there's an extra layer of complexity as new features are added. What do I mean? The levels play like this: Level 1 Level 2: do everything you just did in level 1 with a bit more at the end. Level 3: do everything you did in level 1 and 2 in the same order but with a bit more at the end. This goes on for seven levels, meaning you basically play level 1 seven times, level 2 six times and so on... So don't do that. Play the first few levels to get the hang of it then jump to a full sandbox, it's much less repetition and more fun.Show moreShow less
I feel like the entire game is a battle against the interface, especially when it comes to worker management. Given that worker/logistic/supply chain management is the core of the game, this feeling like a struggle kind of ruins it for me. I like the children's train set aesthetic, I like the concept, but the execution is a step or two too clunky for me to enjoy.Show moreShow less
I bought this game when it first came out in early access. It has been a superb game to play. During early access there has been loads of updates. Some are minor and some are major, but every single one of them has improved the game for the better. Some of the major changes have completely changed the way the game runs, but every single one of them improves the overall game. The community here for this game is very helpful as well. I have at times had questions or was struggling on a particular part of the game and there are plenty of other players who offer advice and/or information. A lot of the time Erik (Developer) answers the questions. He is very involved on the community and the Discord. This is a family friendly game that everybody should easily be able to play.Show moreShow less
It is a simple game. It is nice, and relaxing, but I actually found the interface to be frustrating at times. I did not feel like the game had the same depth of building base as Factorio. I will come back to it later, to see if updates improve it. EDIT: This review is getting visibility, so let me expand on my experience so far. The developer has undoubtedly put a lot of love into this game, but the different concepts were not playing well together. I have not crossed this game from my radar yet, but I am going to wait at least a year before trying it again. Factorio has spent many many years improving the gameplay (They have 316 weekly blog posts in a row!). I do not expect this game to reach the same level of experience overnight magically. I made a longer forum post describing my experience with the game. This game has potential, and I am looking forward to its updates.Show moreShow less
Half the price of satisfactory. Developer didn't take bribes from Epic. Fun, cute and entertaining, exactly what a game should be.Show moreShow less
I really enjoyed this game for the first 20 hours, but then it began to feel very repetitive. Minecarts can only carry "bulk items," which feels very limited when wagons and caravans can carry anything anywhere without expensive track. I encountered this unexpected minecart limitation after building my first track to a food market. I replaced the track with caravans and never built track again. I was very disappointed by this. Research and campaign objectives force the player to automate otherwise unwanted items. This does not feel like a satisfying motivation. The campaign forces the player to do this in successive missions to redo the same research. "Magic" items feel out of place when compared to steam unlocked before. Magic doesn't add much to the game mechanically but forces the player to build arbitrarily separate buildings and infrastructure. This too is not satisfying.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
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