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 (98) - 96% of the 98 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (706) - 82% of the 706 user reviews for this game are positive.
Release Date:
May 18, 2017
Developer:
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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 (39)

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.
9 comments Read more

August 29

Updated to version 1.58. Slot breakdowns & maintenance are IN. Exports faster


Hi, this build was the 'unstable' branch until now, and both branches are now the same. here is the full run-0down on what's changed:

[version 1.58]
1) [Tutorial] New tutorial popup for completing research of polished paintwork or aircon to make it clearer these are new slots.
2) [Bug] Fixed random crash bug in vehicle processing.
3) [Bug] Fixed long running bug where the warning/error icon on the vehicle design button was not always in synch with the designs to show missing features.
4) [Bug] Placing down car conveyor belts over the top of existing belts or slots now gives an appropriate refund for the cost of the existing slots to prevent double charging.
5) [Content] New researchable upgrade for export slots: Larger sales teams.
6) [Bug] Fixed bug with the display of some slot upgrade time reductions.
7) [Bug] Fixed bug where research and design studios researched differently at each game speed, also clarified true points generation per game minute.
8) [GUI] Holding down shift when clicking a resource import strategy button now applies that to every slot of the same type.
9) [Bug] Fixed bug where zooming in to put a currently highlighted and window-connected slot offscreen, then scrolling the world resulted in the window-connection lines screwing up.
10) [Feature] Maintenance facility (researchable) can speed up breakdown repairs, plus new breakdown feature (optional) where production slots can stop working.
11) [GUI] Buyall option for upgrades no longer closes window behind it.
12) [Performance] Major framerate boost for massive maps.
13) [GUI] When zooming out, max zoom out now correctly limited so you can see the whole map and nothing else.
14) [GUI] The lists of upgrades and imports on a slot window are now sorted alphabetically instead of seemingly randomly.
15) [GUI] List of car features at the bottom of the showroom screen is also now sorted alphabetically.
16) [Bug] Smart Junctions can no longer break down. (They lack the UI to show progress on repair so this seemed fair).
17) [GUI] Camera zoom is now non-linear to improve usability (hopefully :D)
18) [Feature] Export slot can now be broken down into paperwork and shipping. All previous upgrades are now paperwork upgrades.


Feedback on the new maintenance stuff is very welcome. I'll be working on improving some minor usability things in the next few days, and also investigating some reported issues when it comes to headlights and resources being refunded and re-ordered. There should be new artwork arriving soon which will mean a bunch of new content to come over the next few weeks.
1 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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