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 (14) - 92% of the 14 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (251) - 80% of the 251 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 (20)

November 30

Updated to build 1.4 (30th november)

Hi there! Here is the latest update. We have some minor known issues with this one listed after this changelist:

1) [GUI] Layout of the car design screen improved so that the horizontal tabs are now lines in a vertical column on the far left.
2) [Feature] The green ticks on slot upgrades can now be toggled to switch upgrades on and off temporarily.
3) [Bug] Fixed crash bug when selecting a car in the bottom pane of the showroom after it was sold.
4) [Bug] Fixed bug where minimalism achievement would not make progress if you had researched any vehicle upgrades.
5) [Balance] Wheel manufacture output doubled, production time shortened.
6) [Balance] Alloy wheel manufacture now requires aluminium, not steel.
7) [Balance] Value of alloy wheels feature increased, and imported wheels increased slightly in price.
8) [GUI] When a slot has been researched and is placeable, but no slot has been placed a flashing 'new' indicator is added to the slot picker.
9) [GFX] Fixed bug relating to invisible metalpress graphics on some slots at some angles.
10) [GUI] Changed power indicator so it has a battery symbol instead of numbers.
11) [Bug] Fixed the 'Too many Path Objects requested!' bug on very large layouts.
12) [Balance] Removed predictive stock control from multi-task slots that receive little or no benefit from it.
13) [Bug] Fixed display bug where R&D Tooltips would not list everything the selected item unlocks.
14) [Feature] New researchable QA specialization allows you to break down the QA process into 3 separate stages.
15) [Bug] Achievement descriptions now update correctly.

Known Issues:
1) Those 'new' flashing signs are annoying at the start of a new game. I'll fix that so they have to be unlocked by research for the next build.
2) The red warnings about a slot not being connected to resources *might* be broken. I need to verify and fix that
3) electric cars shouldn't need emissions tests :D I'll change that...
4) random crash bug. This is very rare, and seems related to sound engine code which we need to really concentrate on for the next build...

I know people are keen on having luxury car stuff and also conveyor logic, but I want to eliminate all those 'known issues' before even thinking about that.
Thanks for supporting the game and a reminder to potential buyers that there are no discounts for the game planned this year.
11 comments Read more

November 20

Updated to build 1.39 (20th November)

Hi all. I was going to wait a bit longer and get more stuff into this build, but I know people really wanted the 'not connected to resources' bug fixed and also I have got major performance improvements in this one, so I thought I'd get it out there. here are the changes:

[version 1.39]
1) [GUI] Apply model changes dialog (after research) now resumes the game on closing (if it was paused by the previous dialog).
2) [Balance] Some later researchable items have higher research counts now.
3) [Bug] Fixed potential crash bug with slot picker during tutorial.
4) [GUI] When overriding the current research with a new one, existing research gets pushed back into the research queue.
5) [Bug] Fixed anomaly, and eventual crash relating to deleting resource conveyors.
6) [GUI] Some new sounds in the GUI.
7) [Simulation] Doubled the effectiveness of marketing campaigns.
8) [GUI] Percentage completion now shown in achievement matrix tooltips.
9) [SFX] Music now fades out when you zoom in on the factory.
10) [GUI] Achievement popup now shows a car in the unlocked color, if a new color has been unlocked.
11) [GUI] Always present features now white, and dont show availability on the car features list.
12) [Bug] Fixed a crash bug when loading a game, quitting to the main menu then loading another game.
13) [Bug] Finally fixed bug where orphaned 'red' vehicle icons could appear when zoomed out when laying certain junctions.

BTW the latest developer blog video showing some of this stuff is here:

Hope you like the latest update.

11 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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