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:
Mostly Positive (14) - 78% of the 14 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (168) - 77% of the 168 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 (12)

September 6

1.31 released. Big update. here are the changes!

OOk...we tweaked a LOT:

1) [Bug] Fixed problem where features restricted to a body style, such as bullbars, could become essential for all body styles.
2) [Balance] Loan terms are now half the previous length.
3) [GUI] Production line placer now shows predicted cost on red background if too expensive, and cancels build to prevent you going bankrupt by accident.
4) [Bug] Fixed bug where cars could get stuck at aircon slot if it came after an un-upgraded fit accessories slot and before a fit dashboard slot.
5) [Bug] Fixed bug where vehicle design colors were not saved and loaded correctly.
6) [Performance] Various optimisations for super large factories with low end CPUs, or single/dual core CPUs.
7) [Bug] Fixed graphical glitch where stockpiles did not always remove old graphics in some circumstances.
8) [Bug] Fixed error where the efficiency screen showed car sales/hour instead of production.
9) [Feature] Car design facility can now be researched and placed, with its own separate tech tree GUI to unlock car body styles in parallel with normal research.

Thats a big change. we basically have a new min i tech tree accessible when you place down an all-new and exciting design studio facility!

10) [GUI] Top strip interface now less overcrowded on small resolutions.
11) [GUI] Research facility pop-up dialog now formatted like the tech tree.
12) [GUI] Changing screen resolution now issues a warning dialog if you are mid-game.
13) [GUI] Cleaner design for the explanatory windows on the task picker, plus this now shows more data for some facilities.
14) [Tutorial] Added tutorial popup that explains car colors GUI.
15) [GUI] Finance graph now shown on the game over screen when you go bankrupt.
16) [GUI] Research complete screen now disables 'upgradeall' button if it would cause bankruptcy.
17) [GUI] Unlockable zones now have distinct icons to click and unlock, rather than the entire zone area.

That was much requested. you now get special icons like these:

18) [GUI] Market matrix now has better tooltips that give advice on production and pricing strategies.
19) [Bug] Locked car colors no longer assigned in random color cases.
20) [SFX] Added some more placeholder GUI sfx.
21) [GUI] The supply stockpile 'copy slot' GUI now also copies resource requirements for any unlocked upgrades available for that slot.

This should make the copy slot button much much more useful.

22) [GUI] Unlock zone dialog now shows total rent.
23) [GUI] The create button on the car design window now copies all the existing cars option settings.

Another usability improvement which reduces needless clicking when copying a design to make a premium version...

24) [GUI] Research complete window now stays open until you have visited both car design (if appropriate) and research windows (if needed).
25) [GUI] Body style/production scheduler GUI on the slot details window is now much more obvious and appealing.
26) [GUI] Added stock levels and sales per hour stats to the car design window.
27) [Feature] Heated steering wheel.

Lots of usability improvements in this build. Expect the next build (which may be a few weeks due to holiday & showing the game at EGX) to be more focused on the economy and customer purchase complexity.
17 comments Read more

August 24

Build 1.30 released. The changes...

We noticed some people had a crash bug that was fixed in build 1.30, so we released that yesterday ahead of schedule to fix it. here are the other changes and new content:

[version 1.30]
1) [GUI] Upgrade all button on research complete dialog now has cost in tooltip.
2) [GUI] Research button tooltip now also displays the research queue items.
3) [GUI] You can now add items to the research queue that cannot currently be researched, due to predecessors not being researched yet.
4) [GUI] Manufacturing slots now show how many and what components they produce on the pop-up window.
5) [Bug] Manufacturing facilities now do not commence work if the number of free export slots is less than their output, if they have output > 1.
6) [Feature] Different body styles now have a different distribution of market share across each price category. So few budget sports cars etc.
7) [Content] Sports car body style, with new open top option.
8) [Bug] Fixed crash bug when opening the achievements dialog from the main menu before starting a game.
9) [Feature] Color picker on car design window assigns color(s) for each model. Some colors unlocked through the achievements system.

As for that last item, the colors are not saving and loading right, but we have fixed this ready for the next update.
15 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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