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 (37) - 91% of the 37 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (1,493) - 85% of the 1,493 user reviews for this game are positive.
Release Date:
Mar 7, 2019
Developer:
Publisher:

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Recent updates View all (55)

June 5

Updated to 1.76. Bug fixes, UI tweaks. Editor improvements. Faster on big maps


Hi everyone! A bunch of cool new improvements covering all areas of the game, here is the complete list:



1) [Bug] Fixed crash bug when using B hotkey twice with task picker closed.
2) [GUI] Improved component tab on efficiency screen shows more stats, in more sortable columns, with only one column now.



3) [GUI] Improved pie charts on expenses chart now highlight the top few component costs as different shades of red.



4) [Bug] Fixed missing LED headlights graphic for sports car.
5) [Bug] Fixed bug where the player was not credited a refund when unused resources were automatically refunded by a slot due to not being used over a long period.
6) [Bug] Fixed bug where the 'prefer local' option for resource importing seemed to work incorrectly.
7) [Balance] Slowed down the rate at which the perceived value of vehicle features change over time in response to competition. This should reduce price micro-management.
8) [Bug] Fixed bug where car designs that used white or red seats, but fewer of them due to body design were using too many and wrong seats.
9) [Bug] Fixed issue where in certain combinations, resources might be ordered badly by slots, notably the air suspension upgrade on fit undercarriage.
10) [GUI] Changed the vehicle design screen so that component cost was using the current purchase price of components, not just the games starting price for them.
11) [GUI] Improvements to map editor to allow placement of import/export on edge tiles, also blocks out and shows the 2 adjacent tiles next to export slots.



12) [Performance] Reduced lag on huge maps when placing new overhead conveyor routes.
13) [Bug] Moving a task-linked supply stockpile now retains its task link.
14) [Bug] The advice to research new body types now will not trigger if you are already researching your first body type.
15) [GUI] When placing a conveyor or the overhead conveyor, ESC key now cancels, as does right-click.
16) [GUI] When design is being researched (or along with normal research) an extra green progress bar appears by the research icon now.



17) [Bug] Fixed zoom limit on map editor with really big maps.
18) [GUI] Zoom in/out with the mouse wheel on the map editor now does zoom-to-cursor.
19) [Bug] When moving an existing slot, disabled upgrades are no longer removed and need re-buying.



Hope you like the changes. I have more improvements planned for the charting and reporting stuff. Some of that formatting could be improved. I also want a more elegant way of breaking down component import costs. Hopefully the game will have slightly less micro-managing of prices now, and for people on massive, slow custom maps, performance should have been boosted a *lot*.

Please let me know here if this update has introduced any new issues. The known 'problems' I am aware of are:
1) very occasionally cars are drawn with missing components after playing for a long time and slightly zoomed out.
2) very occasionally the screen will go mostly white for a period, which is fixed the minute you re-start the game. I still cant reproduce this yet.

Thanks for all your support in offering suggestions and advice to improve the game, and for continuing to support my little company :D
3 comments Read more

May 18

Updated to 1.75 Lots of GUI improvements and bug fixes.



OK...wow...so much change...

[version 1.75]
1) [Balance] Some manufacturing slot research now requires the base fit slots to be researched and unlocked first now.
2) [Bug] The 'copy from slot' feature on supply stockpiles now takes into account that batteries are needed for fit fuel tanks if electric or hybrid cars are researched.
3) [Bug] The post-research screen now takes powertrain into account when suggesting which cars get a feature.
4) [GUI] There are now small up/down buttons on the vehicle design screen to adjust the price, which do the same job as the mousewheel.



5) [GUI] The discounts for the showroom have been moved into a tab on the market screen.



6) [Bug] Fixed bug where the setting for global factory resource importers persisted if you started a new game.
7) [Bug] Nappa, White & Red seat manufacture slots now do the correct thing and don't produce any standard seats.
8) [Bug] Fixed bug where placing then deleting conveyor belts in blueprint mode prevented new blueprints being placed in the same place.
9) [Balance] Defects now start fading in over ten hours rather than suddenly appearing at some point in the game.
10) [GUI] Added new button on the option screen to reset the status of advisors so you get all advice categories again.



11) [GUI] You can now infinitely expand all of the slot picker UI in blueprint mode so you can place down any blueprints ahead of researching them.
12) [GUI] The pop-up windows on the task-picker for resource importers now show how long each one takes to import an item, to more clearly show relative speeds.
13) [Bug] Supply stockpiles now also automatically stock combo-resources such as heated and folding wingmirrors, if all the sub-components are required for a linked slot.
14) [GUI] The pop-up label for the supply stockpiles now show the current linked slot type in brackets underneath if linked.
15) [Bug] Fixed bug where if loading or starting a second game, some visual elements like open top or sunroof or wheels did not show correctly.
16) [GUI] Market value of each car now shown in the vehicle design screen.



17) [GUI] Mouse wheel now scrolls correctly in the showroom vehicle features list.
18) [GUI] Renamed the 'insufficient resources' message, and also 'wrong bodystyle' and 'predictive stock control' so they all make more sense.
19) [GUI] Fixed layout of market analysis screen at 2560x1440 res.
20) [GUI] The 'new' text on recently researched slots on the slot picker now times out and disappears after being displayed for 30 seconds.
21) [GUI] Fixed font problem with the X character in company name.
22) [GUI] Map editor now highlights the potential placement tiles for importers and exporters in that mode to avoid confusion.
23) [Bug] Fixed bug where blueprints placed and then bought, then slots deleted could still prevent other blueprints being placed.
24) [GUI] The drop-down list in the production manager (for new car scheduling) is now sorted alphabetically.
25) [GUI] The demolish tool (drag-select to delete) now works on a 1 tile width/height area, previously was a minimum of 2.




Hope you like these changes. I am planning on improving the reporting of what components are costing you on the finance screen for the next update.
BTW the latest blog video can be found here:
https://youtu.be/KPXwpP9ZS2o

Cheers!
7 comments Read more

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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