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 (76) - 97% of the 76 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (952) - 85% of the 952 user reviews for this game are positive.
Release Date:
May 18, 2017
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Publisher:

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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 (43)

December 9

Updated to 1.63. Advisers, production manager and GUI improvements



Time for the roll out of a new update. Here is the list of changes in this build:

[version 1.63]
1) [Bug] Fixed crash bug when deleting a facility that is displaying a details window.
2) [GUI] Vehicle details window now shows the correct sale price of the vehicle when finished, assuming no components are missed and no defects found.
3) [Feature] A system of advisers give helpful pop-up window hints now during the game.
4) [Bug] Processing order of slots now regularly randomised to prevent bottlenecks happening where production lines converge.
5) [GUI] In R&D screen where an upgrade is applicable to multiple slots, its shown as researchable if only the easiest (highest in the hierarchy) slot has been unlocked.
6) [Bug] Fixed crash bug when going from main menu to new game then back to main menu then selecting mods.
7) [GUI] Main menu interface redesigned. Thanks to Perseco.



8) [Bug] Fixed crash bug under certain circumstances relating to large numbers of component manufacturing slots and multithreading.
9) [Bug] Fixed bug where researching electric powertrain made the post-research GUI think you had locked the same upgrade twice.
10) [GUI] Support for new changelist update window on main menu.



11) [GUI] Update notification for non-steam builds also now shows nicer color-categorised and sorted list of changes.
12) [Bug] Fixed bug where on 1280x1024 res monitors some of the speed buttons could not always be clicked.
13) [Bug] Fixed bug where the selected features for smart junctions in feature mode were not properly saved and re-loaded.
14) [Balance] Rework is now researchable earlier and at lower cost.
15) [Bug] Fixed bug where some resources, like directional xenon lights, did not have resource importer strategy options.
16) [Feature] Custom maps are now embedded in save games, so you can edit custom maps and not have them wreck existing save games based on that map.
17) [Feature] New production manager GUI.



The big changes are probably the new adviser popups and production manager although you will also notice changes to the layout of the main menu, and hopefully a bunch of small gui tweaks and improvements, plus a lot of fairly obscure bug fixes. Fix #4 is also quite significant I think as it will lead to fare better flow of cars where multiple lines converge.

Thanks to everyone who playtested some of these features in the unstable build as that was good feedback on the advisers, which are now less annoying!

All feedback and suggestions are most welcome!
6 comments Read more

November 19

Updated to 1.62, Chip research, Preventative Maintenance, Smart Junction varieties & more

Hi all! I just pushed build 1.62 out to everyone! here are the changes:

[version 1.62]
1) [Feature] All car colors are now unlocked in freeplay modes.
2) [GUI] ou can now click and drag around the Research screen in both axis with the left mouse button held down. You can also use middle mouse to do that annoying autoscroll thing too :D.
3) [Content] New feature (researchable): Active spoilers for sedan & sports cars. (powered spoilers requiring sensors and servos).
4) [Content] New upgrade: preventative maintenance. needs researching and can be carried out at each maintenance facility to reduce breakdown chance by 50% in inner radius, 25% in outer radius.



5) [Bug] Fixed visual anomaly where setting a car design colors to chrome, then removing that option could mean some cars changed color when zooming in or out.
6) [Bug] Fixed crash bug (assertion error) when deleting some resource importers.
7) [GUI] Clicking an un-researched upgrade at a slot now takes you automatically to the research screen to show where the research item is.
8) [GUI] Yellow and red warning icons now also show in car design screen on categories where an item (of greater value) in that category has become universal or common.
9) [GUI] Manufacturing slots now show an error message if the export stockpile is not connected, and they will not run until this is corrected.
10) [Bug] Fixed crash bug on some occasions when leaving the slot details window open for a long time on a manufacturing slot.
11) [GUI] Valve and Engine block manufacture now depend on the research of engine assembly manufacture.
12) [GUI] A whole bunch of windows that could not be dragged around can now be dragged. Also icons added to facility/slot details title bars.
13) [GUI] Upgrade strips on the slot details window now show icons for each upgrade instead of pointless *cash* icon.



14) [GUI] Some pie chart and other chart colors adjusted.
15) [Content] New researchable manufacturing facility and resource: Silicon and Chip manufacturing / Ai chip manufacturing. Adds new employee type.



16) [GUI] Game will no longer allow you to rename or name designs so two designs are exactly the same (caused chaos!).
17) [Bug] Fixed a bug where sometimes applying a tech on the post-research screen did not seem to work.
18) [Feature] Smart Junctions now have side and 3 exit variations. Art not final. New 'default' option simplifies assigning designs.
19) [Balance] When deleting a manufacturing slot you also now get a refund for the value of any stock in the export-stockpile for that slot.
20) [GUI] On the imports tab for slot windows, there are no longer misleading import strategy buttons for raw materials that cannot be made locally.
21) [Feature] Red and White leather seats can now be researched in the design studio and installed in the sedan and sports car.



Hope you like the new stuff. Advisers coming soon. As ever, all feedback is welcome, don't forget to vote on our priorities from the main menu, and if you really like the game, a steam review is always welcome and a tweet, Facebook or Reddit post is always super-welcome too!
6 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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