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 (58) - 75% of the 58 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (545) - 79% of the 545 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 (35)

July 8

Updated to 1.54. Discounts, Fixes, GUI changes, Bigger map

Here is the complete changelist for todays update:

[version 1.54]
1) [Bug] Fixed bug where AI research could sometimes skip a rung in the research tree and not research the parent tech.
2) [GUI] Fixed flickering of tooltips on the slot details screen.
3) [Bug] Sound effects volume slider now works again!
4) [Content] New mission map: Detroit (216% bigger than previous largest map).
5) [GUI] Changed the 'New!' text so it no longer flashes but is drawn vertically on the slot selector instead, so it is less irritating.
6) [Bug] Fixed bug where sometimes the backs of company logo signs were flipped.
7) [GUI] Research link button on the design studio details window now links directly to the car designs tab in research screen.
8) [GUI] Reorganised the research tree slightly with some more pre-requisites required for certain techs.
9) [Balance] Increased the research output of the research center, increased price of both research facilities, and increased research cost of some late game items.
10) [GUI] Added new floating notice that informs the player when resources are refunded from a stockpile if seemingly not needed any more.
11) [GUI] Hovering over a building zone 'unlock' icon now shows as a highlight the area that is contained within that zone.
12) [Bug] Fixed bug where in some circumstances cars would not sell.
13) [Bug] Fixed bug where custom map delete button was not working.
14) [GUI] Added icon to tech tree entries to indicate when they are already in the research queue.
15) [Feature] New discount scheme feature added to the showroom.
16) [Bug] Fixed bug where the 'defects' vehicle sign could be stuck at the export slot after exported car was sold.
17) [Bug] Fixed crash bug involving using commas in car design names. Commas can now longer be entered in the naming window for car designs.
18) [Optimisation] Reduced size of save game files.
19) [GUI] Slot picker mouseover now shows the number of each item that is created for manufacturing slots.
20) [Languages] Added community-provided Slovenian language translation.

Hope you like these improvements. We have a bunch of small fixes, balance changes etc to do next before we think about marketing campaigns for models, and maybe reliability and machinery breakdowns.
Don't forget to vote on your priorities!
10 comments Read more

June 27

Battery production, more SFX and GUI improvements. build 1.53

Hi again everyone! This is another update to the game with a list of varied improvements and tweaks. We fixed some stockpile bugs which will be a relief to people with large factories, introduced a few GUI improvements, and added a new battery-production pipeline for electric cars, new SFX and more. Full list:

1) [Feature] Added screenshot and new post-card mode screenshot buttons to the top of screen button GUI.
2) [SFX] Added a whole bunch of new sound effects in the factory.
3) [Bug] Extra text on the vehicle warning 'slot requirements not met' is now correctly displayed.
4) [Content] New scenario added for the giant map.
5) [GUI] Vehicle notices now have a mini-vehicle rendered next to the text to make it clear they are specific to that vehicle.
6) [GUI] Scenario objectives window now pops up whenever one of the objectives is met.
7) [GUI] Vehicles and slots now have different shaped icons for warnings and errors when zoomed out.
8) [Sounds] Improvements to the code for factory sounds that makes them much more positionally sensible.
9) [Bug] Fixed bug where supply stockpiles might not order items that were second or later on their list in certain specific circumstances.
10) [Balance] Increased purchase cost of research facilities of both types by 10%.
11) [Balance] Reduced the delay at a game start before AI competition arrives.
12) [GUI] Enhanced the 'waiting for resources' notice so that it now shows icons for what resources are missing.
13) [GUI] Save game dialog now defaults to a save name with date, time and company name in it.
14) [GUI] Prices screen on the finance window now shows current wage and power costs and wage pressure history over time.
15) [GUI] Fixed graphical bug where some modal tutorial windows would prevent scrolling but not zooming, resulting in graphical corruption on map.
16) [Content] New battery production slots and research!

Hope you like these changes, and dont forget to vote on your priorities for the next update from the games main menu. If you like the game, we really appreciate a steam review, or if you tweet about the game, or mention it to your friends. Thanks :D
7 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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