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 (159) - 94% of the 159 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (822) - 84% of the 822 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 (40)

October 10

Updated to build 1.60. Lots of cool changes/features/content


This is an update I've been looking forward to setting live, as it has a bunch of cool stuff in it :D here is the full list:



1) [content] Cars now have a range of different wheel options to be researched upgraded and introduced: matte black, 5-point, turbine, high-tech and gold-plated!
2) [GUI] Certain mandatory included features like emissions checks no longer listed in car design or feature availability list.
3) [Bug] The resource imports tab for slots now also shows options for combination resources such as heated and folding wingmirrors, and crops their name to fit.
4) [GUI] Resources are now 'unlocked' over time by the research that requires them, to limit the huge list of resources otherwise shown during the early part of the game.
5) {Bug] Conveyor belts now don't get 'stuck' visually briefly after exiting the research screen.
6) [Content] New researchable upgrade and feature 'air suspension' which requires 'air suspension bag' resources.
7) [GUI] The research button will now flash green, instead of red, if there are un-researched design items, and no current design item being researched.
8) [Bug] Hang when running a large map on a PC with more than 8 available cores is now fixed, max cores set at 20 and never causes problems even above that.
9) [Performance] Increased responsiveness of load/save game dialog when a number of large save games exist.
10) [Balance] Breakdowns now do not start until later in the game.
11) [GUI] ESC key now brings up quit to main menu dialog.
12) [Feature] New auto-renew feature for marketing campaigns which can be toggled on or off form the marketing screen.
13) [Bug] Fixed Bug where cars stopped counting towards the min spec achievement.
14) [GUI] Added explanatory tooltip to the defects tab of the vehicle defects screen.
15) [Bug] Fixed issue where with some upgrade and powertrain combinations, redundant resources were ordered by certain slots.
16) [GUI] Redesigned the layout of the R&D screen, including a slightly compressed version for very small screen resolutions.
17) [Content] New chrome paint option in the vehicle design screen allows for a polished metal look to the cars.
18) [Balance] Defects do not start to appear now until 50 hours into the game.
19) [GUI] Design tech tree now has its own separate research queue.
20) [GUI] Holding shift when clicking an item in the research screen adds it to the queue (or researches it immediately if no other research is active).



Some of this stuff was specifically requested by players in our forums and the steam forums. I hope you like the new stuff. The new wheel options are just half of the new 'appearance' stuff to go in, as we will have different front vent/grille and light options coming very soon, plus eventually a little mini-van body style to add!
0 comments Read more

September 12

Updated to build 1.59. Faster engines, GUI changes, Bug fixes & Balance



Hi, here are the latest updates (to both master and unstable buids):

[version 1.59]
1) [Balance] Budget cars can now never consider a sunroof to be common.
2) [GUI] Redesign of the showroom car details screen.
3) [GUI] Showroom vehicle icons now have a warning or error icon on them depending if they have defects/missing features (error) or uninstalled features (warning).
4) [GUI] New options added to options screen to toggle the 'no export room' and 'insufficient resources' notices on and off.
5) [GUI] Redesign of the income screen so it shows revenue breakdown as a pie chart by category and by body style
6) [Performance] Reduced size of save games.
7) [GFX] Added new animated battery cell production machine.
8) [Feature] New upgrade for paint-rooms: next-gen paint compressors.
9) [Balance] Make brakes now produces 2 at a time, takes slightly longer, and costs more to place, uses more power.
10) [Balance] Cost of valves doubled, cost of engine assembly +$200. Value of basic car $+200. Production time & power use of manufacture valves increased.
11) [Balance] Value of a stop-start powertrain increased by $500. Cost of component increased by $350.
12) [Balance] Touchscreen component cost increased by $300.
13) [Balance] Cost of wood increased by $200.
14) [Balance] Production time to make servos increased from 3,900 to 4,200.
15) [GUI] New category-based system for the car design window to make toggling between mutually-exclusive options much more obvious.
16) [Content] new researchable powertrain options (also manufacturable): Fast and Super Fast powertrains (ICE/electric variants)
17) [Balance] Loans are now capped at $5million and no loans are offered if bank balance is above $10million.
18) [Performance] Fixed a few memory leaks that could theoretically cause issues with really huge maps over long periods.
19) [Simulation] Car-production slots now re-stock their stockpiles assuming the next car will be the same model as the current one, which should reduce the amount of refunded resources ordered.


You can find the latest developer video blog, which talks about some of these changes here:

https://youtu.be/o6tYr1cMW8w

The upcoming changes in the next build are likely to include some UI improvements, along with the addition of extra wheel and front grille options. We are also experimenting with glossier rendering for the cars. Don't forget to vote on your priorities at the main menu, and thanks to everybody wwho reviews the game.
12 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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