Production line is the new car factory management/simulation/tycoon game that pushes your organisational and entrepreneurship skills to the limit. Can you build the ultimate optimised, free-flowing car production line whilst beating the competition and still turn a profit?
User reviews:
Very Positive (14 reviews) - 85% of the 14 user reviews in the last 30 days are positive.
Mostly Positive (152 reviews) - 78% of the 152 user reviews for this game are positive.
Release Date: May 18, 2017

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“We believe that sandbox-style construction/tycoon games of this nature benefit particularly well from crowd-sourcing input in terms of design and features. Some of the best ideas often come from members of the community and we want to ensure we are making a game you want to play, not just one that we enjoy the challenge of making.”

Approximately how long will this game be in Early Access?

“We expect the game to be in Early Access for at least six months, possibly much longer, depending on how players react to the content in the game and what bugs or balancing issues we encounter!”

How is the full version planned to differ from the Early Access version?

“Ultimately what we are building here is a complex and content-rich tycoon game based on a car factory, and we would like to cover as much of that topic as possible. We do not yet have a full implementation of competitors or marketing / advertising, nor do we have all the content in the game we would like to have (including extra car body types and new engine types such as hybrid and electric).”

What is the current state of the Early Access version?

“The current version is fully playable and has multiple maps, a map editor and some achievements. It has placeholder music and some of the GUI is also placeholder in terms of style. We currently only support PC and only in English, and the game is not balanced completely. Some planned features such as marketing have not been implemented yet. We also do not have all of our achievements in the game yet, and all the sound effects are also placeholder. Its been available direct from us outside of EA though, so the game is already playable by the thousands of alpha testers.”

Will the game be priced differently during and after Early Access?

“We definitely intend for the price to reflect the state of the game, and anticipate a higher price when leaving early access. The current price is set to represent the current game, not the anticipated final product.”

How are you planning on involving the Community in your development process?

“We have forums on our website, as well as here where we will actively be soliciting feedback from players. We also have a system built into the game where players vote on developer priorities in each build of the game, which we use as guidance for knowing what is important to you. In addition we do weekly video blogs detailing changes and work on the game (at the time of writing we are up to 22 videos), and also maintain a blog, reddit, facebook page and twitter account. Feedback and suggestions are very welcome.”
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Recent updates View all (10)

August 18

Update notes for build1.29 (17th August)

Hi there! We patched the game last night and I was too tired to post the changes then...but here they are!

1) [Bug] Customers now reflect body-style market size correctly as well as the cost-band (which already worked).
2) [Feature] New layout for achievements, and 12 new achievements.
3) [Bug] Fixed issue where some car components were rendered wrongly when slightly zoomed out.
4) [Bug] Changed design screen so you can no longer select an upgrade (like climate control) dependent on an upgrade (like aircon) which was not selected. Old designs may still have this issue.
5) [Bug] Fixed issue where some of the smaller marketing boosts didn't have an effect on customer numbers in the correct fashion.
6) [Redesign] Changed the resource production and fitting system so that resources are now fully descriptive without those tooltips explaining extra features.
7) [Simulation] Changed the way slot stockpiles work so they only ever queue up 4 car loads of resources, as one measure to prevent blocking.
8) [GUI] Sales matrix entries now have a tooltip to show which of your car designs are in each category.
9) [Bug] Fixed bug where the tooltips for cars in the showroom reported stock numbers for that body style, not specific design.
10) [GUI] Added a horizontal scrollbar to the top of the vehicle design browser to make it easier and clearer to navigate.
11) [Simulation] Improved the algorithm controlling the way resource stockpiles maintain stock.
12) [Translation] Added French Language.
13) [Feature] Added new research queue feature with GUI at top right of R&D screen.
14) [Feature] Premium music added as a new researchable feature.
15) [Feature] In-car music now requires a speaker component.
16) [GUI] Clicking the large image of the selected car in the showroom screen now opens the design browser at that car design.
17) [Balance] Adjusted frequency at which the AI calculates the appropriate level of competition.
18) [Bug} fixed some occasional issues wwhere the pricing and the price category of some vehicles would seem to get out of synch.
19) [Performance] Fixed a memory leak that could cause slow performance on long games with big layouts.

Apart from the premium sound systems, achievements and French language support a lot of this stuff is 'behind the scones' but hopefully you are noticing improvements to the games balance and usability with each patch. Thanks for continuing to support and play the game!
11 comments Read more

August 1

Updated to build 1.28 (August 1st 2017)

1) [Gfx] Glossier rendering of cars.(optional)

This is the new shiny shader for final painted cars. I don't think it has much of a performance hit but you can turn it off if it does on your particular setup.

2) [Features] Added bullbars as a feature, and support for style-specific features.
3) [Features] Added 4x4/AWD/Offroad body style.
4) [Feature] Car body styles now each have their own variable market share, rather than being equal.
5) [Bug] Fixed bug where you could place some office facilities so they stuck out of an office zone.
6) [Performance] Boost for routefinding speeds on larger factories.

You may not notice as difference, but if you have big setups and a low-spec PC (CPU-wise) it should be rather noticeable.

7) [Balance] Sunroof & panoramic sunroof increased fitting/resource/production/feature costs.
8) [GUI] New icons on research screen for in-car music, aluminium body and voice recognition.
9) [Bug] Fixed a bug where the sales matrix and the charts reported wrong number of hourly sales for each model.
10) [Feature] Aluminium bodies now require new aluminium resource, more time and more expensive upgrade cost.
11) [Feature] In-car music now requires a speaker, and is worth more.
12) [Feature] Voice recognition now requires a microphone and is worth more.

Basically a lot of balance stuff, and some new resource requirements to increase the variety and complexity of the production line.

13) [Feature] Stockpiles now only remove old(unused) components now if room is needed, as they may be needed for the next car.

This fixes a long standing but quite obscure bug, and makes them work better when the car model going through the slot keeps changing.

14) [Feature] Edge scrolling on map can now be turned off under options.
15) [Bug] A bunch of bug fixes and improvements for the level editor.
16) [Tutorial] Added a tutorial pop-up the first time you place an office in a non office location or vice versa.
17) [Bug] Fixed bug where progress of individual slot tasks didn't seem to pause correctly when the game was paused.
18) [GUI] Improved the usefulness of the data shown in tooltips in the showroom screen.

I got rid of the thoughts of customers looking for a different budget range or body style, and added in data on the current number of that design in stock, and the current price markup for that design.

19) [Feature] Supply stockpiles now have configurable imports.

This is a bit experimental. Its not locked, so you can use it immediately. I might lock it behind the same research for slots in the next patch. This lets you determine on a per-resource basis, where a supply stockpile tries to get its inputs from, and its handy if you want to combine local production with supply stockpiles.


Hope you like the new update to the game. There are definitely some economics model and customer-modelling issues I need to work on to make the game more balanced and interesting. This was a bit of a 'features' update with a bunch of new stuff, but the next one will be balancing, probably some customer-related stuff, maybe new achievements. With any luck I didn't break anything with this build, and the performance should definitely be getting better with each patch.
12 comments Read more
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About This Game

Production line is the new car factory management/simulation/tycoon game that pushes your organisational and entrepreneurship skills to the limit. Can you build the ultimate optimised, free-flowing car production line whilst beating the competition and still turn a profit?

A modern car factory is a near perfect example of efficiency, process-management and flow. A massive army of precision-controlled robots dance to a milimeter-perfect ballet of engineering excellence with perfect timing. Components snake along conveyor belts to a 'just-in-time' ordering system that leaves no pauses, no delay, no confusion or congestion. Nothing exists but the perfect flowing efficiency of high tech car construction... theory.

In practice, of course, life is not so simple. When you get to grips with your first factory design, it certainly will not feel in a state of pure flow...or profit for that matter. Making a handful of built-to-order cars and breaking even is one thing...but competing with the big multinationals and churning out thousands of cars for the mass market is a whole new ballgame.
To win market share from the big companies you are going to need planning, an appreciation of future technology, a careful eye on your bottom line, and an ability to design a factory layout that makes use of every square meter, and cuts production costs per car to the absolute minimum. Have you got what it takes to win?

Production line is the new car factory management/simulation/tycoon game from Positech Games, the developers of Democracy & Gratuitous Space Battles, and publishers of Big Pharma. This game is designed to appeal to the efficiency geek in all of us, the person who cannot help but organize things for maximum performance. The closet entrepreneur, the stats-geek, Is that you? if so...welcome to your dream game (we hope!)

The key to understanding production line is the division of labor and the merits of purpose-built machinery. At the start, your factory will be small and the individual slots on your production line will carry out large complex tasks (like fitting the car body). As you research better methods, and earn the funds to expand, you will continue to subdivide those slots into smaller (and faster) production areas which keep the flow of new vehicles flowing smoothly. At the same time, product design researchers will be working out how to enhance your cars with new technologies such as automatic headlights, power steering, bluetooth phone support and voice recognition.

its a race to be productive AND a race to be profitable. Are you ready to compete?

System Requirements

    • OS: Windows 7,8,10
    • Processor: intel i5 1.6GHZ
    • Memory: 4 GB RAM
    • Graphics: intel HD3000
    • DirectX: Version 9.0c
    • Storage: 500 MB available space
    • Sound Card: any
    • OS: Windows 7,8,10
    • Processor: intel i7
    • Memory: 4 GB RAM
    • Graphics: intel HD4000
    • DirectX: Version 9.0c
    • Storage: 500 MB available space
    • Sound Card: any
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Very Positive (14 reviews)
Mostly Positive (152 reviews)
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