

Workers & Resources: Soviet Republic
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 Workers & Resources: Soviet Republic
Build a Soviet-themed republic in Workers & Resources: Soviet Republic, linking extraction, industry, services, and transport. Plan production chains, balance trade, electricity, water, and heating, and follow citizens from childhood through old age. The Steam PC version offers single-player play. Steam reviews: 91%% positive from 25,090 reviews. Release date: June 20, 2024.
Credits
Lowest recorded in 36 months
$8.042026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | — |
Show 14 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | — |
| German | Yes | Yes | — |
| Polish | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Italian | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Hungarian | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Ukrainian | Yes | Yes | — |
| Bulgarian | Yes | Yes | — |
| Turkish | Yes | Yes | — |
| Czech | Yes | Yes | — |
Steam PC edition data · 2026-10-20
02Before you buy
Play mode
The Steam PC version offers single-player play. Other modes are not clearly identified in the supplied facts.
Language and audio
Subtitles are listed for the supported languages; full audio is not listed.
Controls and mods
The supplied Steam PC data does not specify controller support. Dedicated modding tools and Steam Workshop mods are available.
03Frequently asked questions
What kind of game is Workers & Resources: Soviet Republic?
You build a republic, organize production and services, and manage the needs of its population.
How do the production chains work?
Raw materials, processed goods, and waste require suitable storage, vehicles, and loading facilities.
What do citizens need?
Citizens need food, clothing, education, employment, electricity, water, and heating, among other services.
What transport options are available?
Roads, railways, buses, trams, trains, ships, and aircraft move people and goods.
“If you love calculating economy, logistics and transit to the decimal and will burn a whole night on one clean rail plan, this sandbox repays you richly.”
Our Verdict
This is a work that asks a great deal of both your time and your patience. It does not buffer the sharpness of its systems with humor and characters the way some lighter management games do, and it does not flatter your eyes with pretty city nightscapes and a sprawling mod community the way the genre's most popular transit-and-zoning simulator does. It lays its sharpest edges — the planned economy, the full-chain resource management, the absurdly intricate transport system — flat on the table without disguise, and then wraps the whole thing in a relatively old-fashioned set of visuals and an interface to match.
Who Should Stay Away
Is it worth dropping tens or hundreds of hours into? If you only want to build a city in a relaxed way and look at some attractive nighttime skylines, I would say the time investment is very hard to earn back. The steep learning curve, the missing onboarding, the flood of UI information and the late-game performance pressure stack up into a wall tall enough to turn a lot of people away. You may well spend your first ten hours watching your republic collapse over and over, quietly wondering whether you are simply not cut out for this kind of "hardcore labor." That is a legitimate reaction, and for a large slice of players it is the correct one.
The honest framing is that this game filters its audience hard and on purpose. It is not interested in being accessible, and pretending otherwise would do a prospective buyer no favors. The systems do not soften for newcomers and the interface does not apologize for its density, so the early frustration is not a bug to be patched out but a fundamental feature of the experience, and anyone who resents that friction is unlikely to ever make peace with it.
Who Will Find a Bottomless Reward
But if you are fascinated by complex systems, if you enjoy calculating economy, logistics and transit out to the second decimal place, if you are willing to burn an entire evening on one elegant railway plan or one successful structural overhaul, then the time-return ratio on this game is extraordinarily high. Every supply chain that runs stable, every line that flows smoothly, every leap to self-sufficiency reads as a direct affirmation of your comprehension and your patience. That feeling of "having understood a whole system just a little better" is something a great many comparable works simply cannot give you, and it is the core of why this title's long-term reputation has held — a roughly nine-in-ten positive standing among its players, earned the hard way rather than handed out.
Let me close on that freight train again. When you can glance at the numbers in the transport-management panel and read the pulse of an entire nation at a stroke, that is the moment this game finally unfolds its best face. Whether you are willing to grind your way to that point is the only question that matters, and the answer lives entirely with you. The machine is patient. It will wait exactly as long as you are willing to keep feeding it your evenings, and it will reward that patience with a depth almost nothing else in the genre attempts.
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.
This game is for people of systems. It is as addictive as Factorio really, and as enjoyable as Transport Fever. But God save you if you let the "City Builder" tag fool you in a false sence of security - it has almost nothing in common with any of Simcity games, and only surface similarity to Cities Skyline series. WRSR is deeper, MUCH DEEPER. I'm not talking about comlexity, though game does have it in drowes, to the point when Cities Skylines would seem too shallow, forever unable to scratch the newfound itch, you never thought you have. I'm talking about your worldview. No, you will not suddenly become a communist, nor the game make you prone to the socialist thought. It will not move your political allignment one inch. But game WILL make you appreciate all your everyday life conveniences. You will see - buses around you are not going on their own, tap water didn't made itself available for you by some kind of a magic spell, elecrticity is not something made who-knows-where, constantly available and convenient just because. These things are the product of systems. In fact - you are too. Game lets you make some of those, tinker with them, and try yourself as the system architect and engineer. Your reward here is not the numbers on the Republic's bank account (game will make you understand - money is meaningless, while labor is not), your reward is beatifully functioning Republic, self-sufficient or not. My personal experiece with WRSR is quite similar to the bonsai-tree growing, or trainset building. At this point it's meditative, relaxing and even creative hobby of mine. Through 5 years I've spent far more time on it than I care to admit. Most remarkable thing about WRSR for me - It made me genuinly interested in the soviet city planning. I was born in Siberia, in the town of oil workers right at the time of the Soviet Union's collapse. The town itself was constructed in the middle of nowhere among wast Vasyugan marshes near Ob river. Our parents all were at the mercy of town's oil industry - but town itself was only the sleep-place, while nearest oil rig needed to be reached by a helicopter (due to endless marshes and overall lack of infrastructure). The place wasn't exactly small (47k residents in its peak), but nevetheless peculiar, young both by average age of its inhabitants, and by itself (being founded in the 1966). It've always seemed like an island of sorts, both connected to the rest of the country with oil pipes and things, and nevertheless isolated. Quite strange feeling, I wasn't able to really put my thumb on it. And now, with the help of WRSR, I DO understand how and why the place was the way it is. Look for Strezhevoy on wiki, if you interested. Buy it, play it. 10/10Show moreShow less
In response to the path forward 3Division has taken with their "DLC" strategy, I can't recommend this game. It's not worth your investment if a developer is literally going to snag a few mods off of workshop and put a price tag on them WITHOUT EVEN LOOKING AT THE SCRIPTING BEHIND THE ASSET. You have antique cranes that go 40 k/m, models that you know damn well don't fit the aesthetic of the game, specular shine that makes cloth seats look like they have an outright mirror finish - I really didn't want to see 3Division come to this, but they're clearly just exploiting the reputation of the base game to sit on their ass and sell the works of others without even making sure it meets any kind of uniform standard with existing content. I can't abide that. You shouldn't either. There's no excuse where this "supports development" because CLEARLY, development is not occuring - they're just taking ♥♥♥♥ off Workshop after getting permission from eager users to put it in the game. That's ridiculous, that's lazy, and that's why this is a negative review. I heard from one of the contributors whose content was selected to be sold to players - not his fault - but he WASN'T EVEN FINISHED BEFORE 3DIVISION DECIDED TO SELL IT. I know you are calling me out on this issue, personally. I did these models that you are currently complaining about. It is not my fault that the dev had picked my models, and as an amateur modeler who does this for fun, I am also trying to update these models whenever I have time. I do request the devs to update the models as well, but they have not responded yet. I have no ill feelings toward Whitek3t; I think they're immensely talented that I am at modeling and do not blame them at all. But the Developers double their share of their blame - this fellow says he's not even done with his work, and they're selling it as paid content. https://steamcommunity.com/sharedfiles/filedetails/?id=3485940078 https://steamcommunity.com/sharedfiles/filedetails/?id=3485939565 https://steamcommunity.com/sharedfiles/filedetails/?id=3485939096 https://steamcommunity.com/sharedfiles/filedetails/?id=3485934670Show moreShow less
So, let's say you want to build an asphalt road not by simply buying it from foreign countries but by making it all by yourself. Or, let's say, with your working class comrades. The first step is easy: Draw a road like in any other game. Now it gets rather complicated. At first nothing will happen. You forgot to build a construction office, silly. So we build one. And buy some machines. Road pavers, trucks for various goods, asphalt layers... you name it. And a gas station. Because without fuel none of your prechious machines will move one inch. Ok. Back to our little road. We have a construction office, machines, workers. But we don't have gravel. So we build a gravel quarry. And a gravel processing plant which makes that stones from the quarry usable for construction. All of which, by the way, don't work without power (in fact the quarry does, iirc). So we need a power plant. Which needs coal. Processed coal, mind you. Well, coal mine, coal processing plant and coal power plant are ready and connected with each other by conveyors. And roads. And trucks. And bus stops so the workers can actually reach the plants to work there. Now, can we start with the road already? YES! The construction machines start to create the gravel grounding. But we wanted an asphalt road. So we need asphalt (duh). Asphalt is created from gravel (check) and bitumen (darn). Bitumen is made from oil... which, of course, needs processing first. And maybe a reaaaally loooong pipeline from the well to the refinery. And still that darn road won't be finished because the truck with the asphalt is at one construction site while the asphalt layering machine is at another. Glory to the Revolution!Show moreShow less
The 'negative' review comes with a LOT of caveats. I found the game to be an intriguing concept, and as it was on sale I figured "why not?" I wasn't wrong in that it is a very interesting and well thought-out game, theoretically. I particularly enjoy the musical score and overall thematic elements that really make you feel like what I assume living in the Soviet Union to be like. My primary issue is that, for me, the game is very dense, and I found the learning curve to be particularly high for what I assumed to be a different looking citybuilder sim. It is NOT that. Think less Sim City, more Hearts of Iron I guess is a good analogy (???). IF you are ready to spend several hours watching youtube videos learning about how to plan out a working bus stop grid, or connect a mine to a gravel factory to a distribution center to a railyard, then this game is for you. It is VERY in-depth. As for me, I frankly don't have the time like I used to. I wouldn't call myself a 'casual' gamer, but I also can't invest college credit hours into a PC game. It IS well made and I can tell the developers really took this seriously and cared about the project. The best comparison I can make is to model trains. I don't know anyone who just "likes" model trains. You have to be IN to model trains, it seems. It can't just a passing hobby or something you only spend a couple hours on a week. That or horses. It's NOT a bad game. It's just not a great game for me. And that's ok.Show moreShow less
If Cities: Skylines is a sandbox where roads magically pop up like Sims fairies paved them overnight, then Workers & Resources: Soviet Republic is a brutalist slap to the face from Mother Reality herself. Here, you don’t just "draw" a road. No, comrade. You design it, fund it, schedule trucks to haul gravel, hire men to spread it, fuel the machines, build the asphalt plant, mine the gravel, manage the economy that pays the workers who operate the quarry that makes the damn gravel. Miss one step? Congratulations, you just bottlenecked your entire republic and your citizens are now freezing to death because the heating plant never got built. Oops. This isn't a casual "build pretty cities and watch traffic flow" experience — this is urban survival at an industrial scale. Every system, every commodity, every warm body matters. It's city planning meets Soviet logistics simulator, and it is absolutely glorious, comrade. Forget plopping down a water pump and calling it a day — Workers & Resources forces you to learn how a real city breathes, sweats, and bleeds. Every piece of progress feels earned, not given. Make a dumb decision? You won't feel it right away. It'll hit you six hours later when your food supply collapses because your farm was 1 km too far from your distribution office. If you ever wanted a city builder that punishes laziness, rewards foresight, and makes you respect the miracle of modern civilization, this is it. 10/10 would watch my republic collapse into chaos over one missing gravel truck again.Show moreShow less
I really wanted to like this game, but after 71 hours, I realized that it's one of those games that keeps you hooked not because you love it but because you're foolishly hoping that maybe, just maybe, it will all click into place once you get this steel mill up and running, and because you're too stubborn to admit that you've wasted hours and hours of your precious time. To me, this game is like an extremely complicated version of Tetris...or Space Invaders...but I'll stick with Tetris because of the Soviet connection. Anyway, for those of you who've never played Tetris, the more levels you complete, the faster the blocks fall, until eventually you can't keep up. This all happens in a few minutes, though, so it's all in good fun. In Workers and Resources, the level of micromanagement required to keep everything running is simply too high. Therefore, when you've built a nicely-functioning city with lots of happy and prosperous citizens and those citizens are being fruitful and multiplying, you'll need to expand, which is fine. It's logical, and it keeps the game going. If you didn't need to expand, it would get boring real fast. The trouble is that by the time you've built a nicely-functioning city, you'll have your hands full keeping it functioning so nicely. For instance, you'll be trying to keep your power plants, factories, mines, etc adequately staffed (because transportation is a nightmare), and then adjust your exports so that you don't run out of resources because your output is always changing because the number of workers in your factories is always changing because transportation is a nightmare. Seriously. One day my oil refinery would have 400 workers and be cranking out fuel and bitumen like nobody's business, and then suddenly there would only be 50 workers and output would slow to a trickle. Why? Who knows. I only had fifty or sixty buses running between every apartment complex and every possible place of employment. Point is, if you ignore one city, or even one factory, for any length of time while you're working on something else, you'll go back and find that one of your trains ran out of fuel at the platform because it didn't fill up at the fueling station a kilometer down the line, and there's absolute gridlock at your gravel plant because all the workers went home and the dump trucks full of quarried stone are queued up outside and are blocking the buses trying to bring fresh workers. So the more you expand the more you find yourself pausing the game so that you can run here and there like a clown spinning plates on sticks, until the pace of the game has slowed to a glacial crawl. There are also issues like the fact that buildings that can only connect to each other and to transportation infrastructure on preset sides. So, say you want to build a chemical plant and connect it to a plastics factory, and then connect the plastics factory to a warehouse, it might all end up such that you can't connect the warehouse to the railroad because the warehouse output is facing a hill. And don't even get me started on train signals, which made me curse like a sailor. So...no...it never all clicked into place. Quite the opposite.Show moreShow less
communism would've worked if i was in chargeShow moreShow less
I really like the premise and potential of this game, but I just can't recommend it right now. Some of the issues are easy to overlook for a title in early access, but others are just infuriating and waste your time. I will check back in on the game once it's out of early access and adjust my review accordingly. The pros and cons list below is not meant to be exhaustive, but merely emphasize what I particularly liked/disliked about the game. Pros: +The theme and setting of the game is really unique and well thought out. Vehicles and structures look and feel authentic. +Graphical design, while not the absolute best for city/management games, is still pretty nice and the performance wasn't terrible for me. +The depth of the game is really impressive. The multiple layers of input and output combined with overwhelming number of vehicle options is really cool. Lot of depth that I haven't seen in other city builders. Cons: -The road and building planning/construction is extremely frustrating to work with. Building and road placement often conflict with the other unnecessarily, forcing you to place buildings down before you place roads. I think the core issue has to do with the prerequisite terrain leveling prior to building anything. There is also currently no easy way to ensure your roads or building are aligned in straight, parallel, or perpendicular lines. Forget measuring anything. It is nearly impossible to make a town or industrial area that organized, clean, or fits in a small area (which is necessary because of the short "crow flies" walking distance used by citizens). Even if you do manage to make it look somewhat decent, it will take almost 3x as long as it would in pretty much any other city builder. Take a close look at screenshots and videos of the game and notice how many of them have roads and buildings that look haphazardly thrown together. This is because the terrain leveling system is so difficult to work with. This point is a deal breaker for me. Spending 45 minutes of a 60 minute play session just trying to get buildings and roads placed where you want them is just not fun. -A lot of the core gameplay elements are not explained at all, much less well. Be prepared to spend a significant amount of time researching outside of the game how to do things. This is understandable for an early access game, but there is still a lot of work to be done here. -The production chain needs some serious balancing. Some production items, like meat, are flat out unprofitable (i.e. you will lose money producing it) and/or not useful. You are better off importing from other countries. Some buildings seem to produce way too much or not enough items for the given input or resources (workers, power) utilized. -The citizen interaction with buildings and transportation services is very confusing and difficult to work with. It's hard to tell whether the issue has to with poor in-game explanation, or if the underlying system needs work. That last point is really a good summary of the game at this point. It's really difficult to gauge how good the underlying simulation and gameplay mechanics are because the game is so inaccessible. The breadth of options available leads me to believe that there is a rewarding depth to the game, but is it worth trudging through hours upon hours of construction frustration to find out?Show moreShow less
5/5 We play this game and the other games not because they are easy, BUT BECAUSE THEY ARE HARD. (JFK) So, you dominate Civ, Sim City, and Skylines. Good for you. But make no mistake, that has not prepared you for the pain and suffering that comes with designing a command economy. I almost quit this game in frustration after 10 hrs. Then I realised that is just what the capitalist pig dogs wanted. After 20 hrs I saw this is no "fun toy", this is a simulation of a soviet state. You expect that to be easy? To make sense? To have a tutorial? Decadent luxuries! True Soviet planner toils for hours building a steel mill and feeder system only to realise his access is on the wrong side for rail. Then he spends the rest of the game making due with tucks because it is too expensive to fix. This is indeed the game no one asked for but everyone needs.Show moreShow less
This is going to be a great game if it ever becomes a finished product but at this time I cannot recommend it. The biggest problem is that its a pain in the ass actually building stuff because of terrain issues, roads not snapping together, or just because of you dont know how it should be built. The second problem is it desperately needs a comprehensive tutorial. There is TON of that stuff that isnt explained or explained poorly. I will give some examples: 1. You have a factory. Factory needs workers. You have a building next to it full of unemployed workers. Literally next to it. Why dont they go there? Who knows? Maybe its because they dont have food? Maybe its because theyre too educated to work there? Maybe something else? I still dont know because the effect food and education have on your populace is never explained. 2. Trying to build a railroad? Good luck. You can place tracks and you can place sephomores (basically red lights/green lights for train). How do they work? No clue, and its not explained. When you place them, they wont let your train pass. When you dont place them, your trains go on the same track and get stuck. How does train pathing actually work? No clue. You just kind built train tracks and hope things work....but thats not very satisfying where the whole point of the game is to effectively manage a controlled economy. Itd be nice to know how your train actually work so you can control them. 3. Trying to smooth terrain? Good luck. You can only smooth a tiny part at a time so it takes forever to smooth out a large area for construction, particularly because you cant actually ever tell whether its smooth enough. 4. Trucks and shipping. This is actually really cool and its possible to figure it out. However, its still a huge pain in the ass. Basically to ship or transport resources you need lots of vehicles. Some vehicles will only carry certain resources, they can also only travel a certain distance, and carry a certain amount of stuff. Basically, as your city gets bigger you will have a million trucks traveling around. Ever under the best circumstances you will never know how many trucks you actually need. You will need gas stations and electricity to power those gas stations. If you dont have those your trucks will get stuck. If you set the pathing wrong, your trucks wont deliver properly. If you demolish a building that was part of a supply chain you will manually have to reroute all those vehicles individually. Its possible that some vehicles will mess up your supply chain leading other trucks to mess up your supply chain. I actually found this aspect of it enjoyable as you are trying to micromanage a planned economy, but i simulatenously found it really @@@@@ annoying. 5. Want to build a road? You will never actually lay it where you want to. You will lay out a pathway. Game will say you cant build that pathway. You will try lay out that pathway again over same area, suddenly game will let you after you demolished buildings in another part of your town trying to build a road there. Why is this happening? Because UI is wonky. Same thing goes for everything else from building train tracks to power lines one minute the game will let you place them, next minute it wont. Roads and power lines can only be built at certain angles but its hard to tell what those angles are, if theres something obstructing construction, or whether game is just trolling you. 6. Theres no interface to locate resources so if you need to find oil, coal, or a myriad of other reasons you will basically need to drag a building around a massive map until you see some specs on the map corresponding to the resource. Having said that, this game clearly has a ton of customization and i can see how it would be addicting when things are running smoothly. Every type of industry and resource has a slightly different supply chain and ways of shipping and processing goods. However, with this amount of features the game desperately needs an interface where its possible to effectively manage things or for that matter even figure out what you even need to build and what needs to be connected to what.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.