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 (24 reviews) - 83% of the 24 user reviews in the last 30 days are positive.
Mostly Positive (138 reviews) - 78% of the 138 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 (8)

July 19

Updated to 1.27, 19th July

Here we have version 1.27! The big updates are the introduction of proper marketing campaigns, and a new feature where we restrict the positioning of offices (marketing and research) to be in defined 'green' zones. This may cause you some headaches with existing layouts, so sorry about that!
We also add 2 new wing mirror techs, and a bunch of major balancing fixes, optimisations and GUI improvements. Full list:

1) [Design] Touchscreen is now an upgrade for fit dashboard instead of fit electronics.
2) [Bug] Fixed bug where the AI would be very reluctant to research air conditioning or polished paintwork.
3) [Bug] Placing facilities and slots is now correctly recorded as a capital expenditure in expenses charts.
4) [Bug] Bubble next to car sales icon now expands to show numbers greater than 999 correctly.
5) [Bug] Fixed visual bug where scrolling in the sales showroom resulted in invisible cars.
6) [Balance] Research costs of some later-game research items have been increased.
7) [GUI] Various improvements to the style scheduler window.
8) [Feature] Marketing campaigns can now be launched to boost brand awareness, and thus visits to the showrooms.
9) [Bug] Fixed crash bug if the game autosaves within a minute of a manual save, the next time the save dialog was launched.
10) [Bug] Fixed bug in slot-picker where expand icon buttons (+/-) would not unlock when research triggered if slot picker was open.
11) [Bug] Fixed bug where the market screen doesnt show the correct market segment of cars until you have viewed them in the car design screen.
12) [Bug] Fixed bug where cars would have a red error message on them if the next slot was a really long conveyor journey away.
13) [GUI] The style scheduler at the start of the production line now lets you edit existing quantities of entries.
14) [Feature] Wingmirrors can now be manufactured, and also have folding and heated upgrades.
15) [Balance] Costs of wingmirrors and alloy wheels has gone up. Making alloy wheels requires more steel.Keyless entry worth more, requires 2 chips.
16) [Balance] Resource prices are now affected by demand from AI competitors.
17) [Balance] Crossing up to a new price category now produces a 'bump' in value which prevents pricing anomalies.
18) [Tutorial] New pop-up explains what to do when you have researched a new body style.
19) [Balance] Increased price of last robot upgrade so its less of a no-brainer upgrade. Also slight increase in power-draw.
20) [Feature] Offices (marketing and research) can now only be placed in office areas zoned on the map. Non office items cannot be placed there.

Hope you like the update! let me know what you think.

21 comments Read more

July 8

Version 1.26 released, July 8th

We just released a new build, here is a complete changelist:

1) [Bug] Fixed issue where some rapid-processing slots seemed to trigger resource-needed when this was not true, and behaved differently if observed.
2) [Performance] Sped up frame rate when placing a new slot.
3) [Bug] Fixed issue where sun roof was universal and panoramic sunroof was not considered an acceptable substitute.
4) [Bug] Fixed bug where sometimes certain slots would refuse to be placed and show as red even when they are placed correctly.
5) [Bug] Fixed bug where the designs of cars in the showroom may be scrambled during a save and load in some situations.
6) [Performance] An improved level of performance in very large factories.
7) [Performance] Major speedup opening the sales screen when there are vast numbers of cars in stock.
8) [GUI] Make Engine Block now sits under Make Engine Assembly in the slot menu.
9) [GUI] Red tooltips for resource items with special features now hidden if behind a window.
10) [Bug] Fixed timing bug where a resource importer always imported immediately after resuming the game.
11) [Bug} Where feasible a production slot now only uses a resource object with the correct set of upgrades (like stop start engine) rather than choosing randomly.
12) [Feature] Marketing can now be researched & facilities placed which generate ideas, but cannot actually be used yet.

I'll be doing another blog video tomorrow to talk about the changes and what comes next. This is a bit of a bug-fix and interim update while we start getting going on adding marketing to the game, obviously proper functionality will be in the next patch, plus a few long overdue GUI bug fixes. We have a new car model being worked on, and a long list of other features in the pipeline. Don't forget to vote in the latest features-poll, and to rate the current build as you do so.

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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Mostly Positive (138 reviews)
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