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?
Recent Reviews:
Very Positive (41) - 80% of the 41 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (328) - 80% of the 328 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 (24)

February 5

Updated to 1.44. Lots of balance changes

Hi there! We just released build 1.44 which has a lot of balance changes, plus fixes to loading all save games. here is the complete list:


1) [Gfx] Added laser-room to sensor manufacture, and fuel-tank press to fuel tank manufacture.
2) [Bug] AI research icons for polished paintwork and aircon now show up correctly.
3) [Balance] Make valves slot output doubled to 2
4) [Balance] Make engine blocks slot output doubled to 2
5) [Balance] Make hood slot output doubled to 2
6) [Balance] Make horn slot output doubled to 2
7) [Balance] Make trunk slot output doubled to 2
8) [Balance] Make window slot output doubled to 2, plus process time increased from 1800 to 5200
9) [Balance] Make steering wheel slot output doubled to , plus process time increased from 2100 to 6000
10) [Balance] Make airbag process time reduced to 14000 (from 21,500).
11) [Balance] Sodium Azide resource cost reduced from 300 to 220.
12) [Balance] Make steel sheet slot output doubled to 2 process time increased from 1600 to 3000
13) [Balance] Make sensor slot output reduced from 6 to 4.
14) [Balance] Make aircon slot process time reduced from 22000 to 14000.
15) [Balance] Make panoramic sunroof steel requirements reduced from 2 to 1.
16) [Balance] Make axle slot output doubled, process time increased and construction cost increased
17) [Balance] Make headlights slot output doubled.
18) [Balance] Make Xenon Headlights upgrade extra process time increased from 600 to 3,200.
19) [Balance] Make Alloy wheels upgrade now has higher power and speed penalties.
20) [Balance] Reduced the time penalty for the make heated steering wheel upgrade.
21) [Balance] Make powertrain slot process time reduced from 7200 to 5200.
22) [Balance] Make wheels slot construction cost increased from 36125 to 54900, process time increased from 1,060 to 2,300.
23) [Bug] Fixed bug where cars would sometimes seem invisible until you zoomed in closer.
24) [Bug] Fixed bug where save games could not load and gave error: Saved subtask not found..\src\SIM_ProductionSlot.cpp 1369
25) [Feature] New games show screen to pick your logo and company name, also editable from the icons on all of the main windows now.
26) [Balance] Reduced the impact of competition on the desirability of car features (less dramatic car pricing swings).
27) [Bug] Fixed bug where some animations did play on certain facilities.
28) [Feature] Resource importers now periodically sort queued objects so slots waiting for resources for longest get their resources first.
29) [SFX] Slot deletion sound volume now varies properly with the size of the deleted object.
30) [GUI] Improved layout of resource importer GUI.



I hope these changes improve the balance, difficulty and long term playability of the game. We have some new achievements on the way, and a few more bits of GUI art coming too, and also I want to improve the user-feedback and tutorial/help side of things too.
Please not that naming your company and picking a logo are completely placeholder for now. There will be proper company logos in the next update with any luck :D

Thanks
13 comments Read more

January 24

Version 1.43 released today (24th Jan)

A big update this time with a long list of changes and improvements:

1) [Feature] When placing down a supply stockpile or a slot with a mini-stockpile, the stockpile tile now automatically gets a free overhead conveyor belt added to that tile.
2) [Bug] Sandbox text now displayed correctly on choose mission screen when first shown.
3) [Bug] Fixed flickering effect when dragging a potential resource conveyor that started from a supply stockpile.
4) [Balance] Increased the price of robot upgrades by 50%
5) [Gfx] Cars now rotate to the correct facing rather than rotating early, when taking corners!
6) [GUI] Customers who consider a showroom car to have too-low a spec now do not randomly suggest a missing feature (was confusing players).
7) [Balance] Adjusted market competition so its more reactive to your capital expenditure and bank balance.
8) [GUI] Resource importer GUI expanded to show multiple columns when needed.
9) [Content] New scenario added for the second map.
10) [Content] Finish paint coat now uses a new resource: colored paint.
11) [Balance] Reduced the time that stockpiles keep resources that are not being used until they get purged.
12) [Content] You can now manufacture airbags, using a new resource (sodium azide)
13) [Gfx] Added some racks of electrical cable to various electrical-using production slots.
14) [Gfx] Added new animation to polish machine and glass-bending machine.
15) [Translations] Added Italian, Portuguese and Czech.
16) [Balance] Keyless entry now requires central locking to be researched first. (thanks to trifler500)
17) [Feature] Fit dashboard is now researchable to be split into fit controls and fit cabin.
18) [Feature] Market sales matrix tips now take into account current stock in the showroom.
19) [Balance] Vehicle conveyor speed upgrades are now more effective.
20) [Bug] Fix for the 'too many sales records' bug.(also a memory optimisation)


We have a bunch of new graphical stuff in there, translation for 3 new languages (hurrah!) and also some new features for luxury cars which should make the end game more interesting,. plus a new scenario and a bunch of usability and bug fixes.

I've been made aware that some VERY BIG games are brushing up against the 32bit limit for memory which is 2GB. We dont have immediate plans to port the game to 64 bit, but we have cunning plans for how to noticeable reduce memory consumption which will also result in performance improvements and much faster loading times. Expect that to be in with the next patch.

I'd like to again thank everyone for their fantastic ideas, patience, enthusiasm and support for buying the game during early access. It is much appreciated. The game wouldn't be as good as it is without the support for players like you. Thankyou so much for your support!
28 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...

...in 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

    Minimum:
    • 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
    Recommended:
    • 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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